Celestial Armada Soldiers

Celestial Armada Infantry (CR 5)

Disciplined warriors clad in radiant armor, enforcing order and divine law with blade and light.


Fighting Strategy

Prioritizes order and defense. Operates best in formation, using teamwork and radiant strikes to punish enemies of the Armada. Excels at disrupting chaotic foes and defending key positions.


Armor, HP, Speed, Initiative Bonus

  • AC: 17 (Radiant Half Plate)
  • HP: 85 (10d8 + 40)
  • Speed: 30 ft.
  • Initiative: +1

Saving Throws, Attack Bonus, Skills

  • Saves: Wis +4, Cha +4
  • Attack Bonus: +7 (melee), +6 (ranged)
  • Skills: Insight +4, Perception +4, Religion +3

Resistances / Immunities

  • Damage Resistances: Radiant, Necrotic
  • Condition Immunities: Charmed, Frightened

Equipment

  • Radiant longsword (two-handed capable)
  • Shoulder-mounted sunbolt launcher (small radiant cannon)
  • Radiant Half Plate (glows faintly, cannot be concealed)
  • Gleaming tabard marked with their fleet and command

Traits

Radiant Discipline.
If the infantry is within 10 feet of another Celestial Armada creature, they gain +2 AC and cannot be flanked.


Actions

Radiant Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) slashing damage + 4 radiant damage.

Sunbolt Launcher. Ranged Spell Attack: +6 to hit, range 60 ft., one target.
Hit: 12 (2d8 + 3) radiant damage. On a hit, the target cannot benefit from invisibility until the start of the infantry’s next turn.

Strike of Judgment (Recharge 5–6).
The infantry emits a radiant pulse in a 15-ft. cone. Creatures of chaotic or selfish alignment must succeed on a DC 14 Constitution saving throw or be blinded until the end of their next turn and take 13 (3d8) radiant damage. Lawful or neutral creatures take only half damage and are not blinded.

Shieldbreaker (CR 6–7 Enhancement)

Defensive frontline soldier specializing in punishing attackers and disrupting enemy formations.

New Trait – Aegis Retaliation.
When the Shieldbreaker is hit by a melee attack while wearing armor, the attacker takes 1d8 radiant damage. Once per turn, if hit by a melee weapon, the Shieldbreaker can make one Radiant Blade attack as a reaction.

New Action – Sundering Strike. (Recharge 5–6)
Make a Radiant Blade attack. On hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone and disarmed (if holding a weapon or shield).

Luman Herald (CR 8 Enhancement)

Support caster who channels radiant energy to heal and bolster allies while searing enemies with divine magic.

New Trait – Aura of Restoration.
Allies within 10 feet regain 5 HP at the start of their turn if they are below half HP.

New Actions –

  • Radiant Surge (Recharge 5–6):
    Emit a wave of healing energy in a 30-ft. radius. Allies regain 4d6 HP. Undead and fiends in the area take radiant damage equal to half the amount healed.
  • Luman's Verdict (3/day):
    Target one creature within 60 feet. The creature must make a DC 15 Charisma saving throw. On a failure, it is banished to a harmless plane until the end of its next turn.

Divine Guard (CR 9–10 Enhancement)

Elite paladin-esque shock trooper; charges into danger with divine fury and unshakable discipline.

New Trait – Oath of Radiance.
While above half HP, the Divine Guard is under the effects of Heroism and Aura of Protection (grants allies within 10 ft. +2 to saving throws).

New Actions –

  • Radiant Charge (Recharge 5–6):
    Move up to 30 feet in a straight line. Any creature in the path must succeed on a DC 15 Strength saving throw or take 3d10 radiant damage and be knocked 10 feet back. The Divine Guard may end the charge with a Radiant Blade attack as a bonus action.
  • Divine Smite (1/turn):
    When the Divine Guard hits with a melee weapon attack, they deal an extra 3d8 radiant damage.